using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using KinectPG.KinectGameLibrary;
using Microsoft.Kinect;

namespace KinectPG.GameXNA
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D solidtexture;
        SkeletonManager skeletonManager;
        GestureRecognizer gestureRecognizer;
        KeyboardState keyboardstate;
        MouseState mousestate;
        GameTime startTime;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            solidtexture = new Texture2D(this.GraphicsDevice, 1,1);
            solidtexture.SetData(new Color[] { Color.White });
            skeletonManager = new SkeletonManager(KinectGameLibrary.Enums.TransformSmoothParametersEnum.Smooth, this.GraphicsDevice);
            gestureRecognizer = new GestureRecognizer(skeletonManager.Limbs);
            this.IsMouseVisible = true;
            keyboardstate = new KeyboardState();
            mousestate = Mouse.GetState();
            startTime = new GameTime();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            if (gestureRecognizer.LeftHandUp)
                this.Exit();
            if (Mouse.GetState().X >= 210 && Mouse.GetState().X <= 410 && Mouse.GetState().Y >= 10 && Mouse.GetState().Y <= 110)
            {
                if (startTime.TotalGameTime != TimeSpan.Zero)
                {
                    if (gameTime.TotalGameTime.Seconds - startTime.TotalGameTime.Seconds >= 5)
                    {
                        KinectPG.LibraryTestGame.Game1 ninja = new LibraryTestGame.Game1();
                        ninja.Run();
                        this.Exit();
                    }
                }
                else
                {
                    startTime = new GameTime(gameTime.TotalGameTime, gameTime.TotalGameTime);
                }
            }
            else
            {
                startTime = new GameTime();
            }
            // TODO: Add your update logic here

            Mouse.SetPosition(skeletonManager.Limbs[(int)JointType.HandRight].ScreenPoint.X, skeletonManager.Limbs[(int)JointType.HandRight].ScreenPoint.Y);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            spriteBatch.Draw(solidtexture, new Rectangle(210, 10, 200, 100), Color.Orange);
            spriteBatch.DrawString(Content.Load<SpriteFont>("SpriteFont1"), "asdf", new Vector2(230, 50), Color.Black);
            spriteBatch.DrawString(Content.Load<SpriteFont>("SpriteFont1"), Mouse.GetState().X.ToString() + " " + Mouse.GetState().Y.ToString(), new Vector2(20, 280), Color.Black);
            spriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
